Stellaris fleet composition vs ai. Real life navies don't just sail .
Stellaris fleet composition vs ai A depiction of galactic empires with a worthy navy and presence in the galaxy. This works better the more wide your opponent has gone. The AI loves it, but it's trash. That means whatever tech increases your fleet's military power has preference Against the AI there is. What's the best composition to use? I'm mid game rn Well you should not be running Torpedos+Disruptors ever, when you are using disruptors you go full Disruptors and nothing else. With the level 4 and 5 techs I have 90% evasion on my swarm ships. Possibility of asymmetric warfare due to limited deployment numbers per system. When it comes to AI players in Stellaris, some of the most effective fleet compositions include a balanced mix of corvettes, destroyers, cruisers, and battleships. I saw a "Fleet Meta" video where they talk about a Rock-Paper-Scissor type of fleet counters, but AI empires never do a full Corvette fleet or Cruiser/Battleship fleet. The AI's fleet composition is very vulnerable to them, and it simply does not know how to change its composition to deal with these threats. AI players will only use Sacrifice Edicts if at least 60 years passed and they have at least 3 The AI doesn't build interesting designs, so it will never punish you for building an imbalanced fleet. Deeper fleet and ship design due to limited deployment per system, making fleet composition matter more. There are a lot of counters to this, obviously, like ambushes, snares, or a counter attack to the homeworld, but the AI is pretty bad at them. Your Stellaris: Best Fleet Composition; Titan Quest. I play on Admiral with Starnet. 25 (I think) Galaxy size: Default? Average size of crisis fleet: Roaming 125k, Defensive 250k State of Contingency: Basically defeated. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: Fleet Composition [edit source] AI players will use the following weights when building At one point I decided to ignore completely naval cap and created extra 2 stacks of destroyers, but then I had to chase a fleet of 20-30 corvettes stronger than my second chokepoint that only had defense platforms and made the mistake of sending the entire fleet, which resulted in enough time for the AI to send 2 stacks of 40 corvettes and take . So player vs AI scenarios you get so much value out of Strike craft. I set the battle fleet to passive stance and following the escort fleet, which is on aggressive. They also use a lot of Frigates without Afterburners that just get killed on approach and never get to shoot their Torpedo payload. Hangars can be a useful option in the mid-game before Battleships arrive to provide fleet diversity, but once you reach Battleships they do the In this stage of the game, it may seem like you can disregard combat, but a lot of unexpected situations can happen like a warmongering neighbor empire attacking you. The more homogenous your fleet the tankier it seems to be against leviathans, per fleet power. When ships get low on HP they have a chance to disengage, and the remains of the defeated fleet will limp home and reappear later The only case where fleet composition really matters in SP is against buffed crisis fleets, and those fleets are best countered by fleets consisting of some combination of PD/artillery destroyers and artillery battleships. An easy-to-understand but hard-to-master system that encourages engagement. I'd appreciate if anyone could point me to any guides I could read (written ones preferred over videos, but those would be okay too) I have a quick guide that I just copy/paste into threads like this. But you gotta go "all in" on the design. So economy is important as well—but wouldn’t account for the difference between op’s corvette fleet and battleship Fleet design is a pretty common question, and I do have a copy/paste response on the strongest overall designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Currently I'm just running as many cruisers as I can, fitted with disruptors + torps. Do I go for a fleet with all battleships or all corvettes? Or perhaps a mix of the two? Or maybe something else entirely? I’ve traditionally used battleships and I’ve never struggled in the game. Because the AI will never build speialized fleets to counter and torp corvettes are the current high bar for mineral/actual fleet power efficency they are to go to. There are some niche loadouts that work best in a mixed fleet, but building an entire fleet out of a single ship type should work fine - so long as that ship isn't a frigate or a destroyer, those are still bad. Mixed fleets vs corvette Stellaris Fleet Composition Test - Balanced Class (1/2/4/8) Distribution - YouTube Having played several playthroughs to 100+ years or so and a few to 2400, ive gotten into some legit high end fleets vs AI fleets (OK maybe mid fleet vs mid fleet but for me it was BS only). What fleet comps do you all run towards the back half of the game (late 2300s onwards)? I’ve been running: 20-30 picket corvettes usually with auto cannons I'm only playing against AI though, so got sick of the small ship with high evasion spam, that's where the cruisers Corvette Fleet: Disruptors, Swarm Computer, Afterburner. Fleet composition follows almost immediately from this understanding. 5x+ crisis strength, and I expect to lose ~5-10% of my fleet per fight with a Contingency fleet, but that sort of losses were sustainable. I believe the AI currently overvalues point defense, which means missiles aren't really that great. Stellaris is a fantastic game where players can set out on different expeditions, missions, and explorations. 6 fleet composition for early/mid/late game? on every tier (S slot), wouldn't that make them bad against corvettes? Especially in the early game, where Battle AI ,sensors (and traditions) won't provide extra tracking forward back. I am now able to withhold ai-empires, but struggle a lot with fallen once / awaken. I would much prefer that to Grand Admiral with the default AI for various It depends. AI Fleet Compositions. The other is the escort fleet, and is all swarm corvettes with afterburners and an evasion focused admiral. Reply r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and I just returned to playing the massively changed game in 2. This one could be fixed by having different AI empire types use different fleet compositions. The AI doesn't build proper torpedo corvette fleets so a pure artillery BS fleet is the best in SP. Running out of energy, alloys, and rare resources will gimp the fleet power significantly. ¥ÿÿWÁÆ í¶•Þ=TD`ã ô>¼¡ `¢zH÷÷ PÕ*!î {Uüú㯠þû7 Ç þ C#c S3s K+k [;{ G'g W7w O/o _?~ýù÷ÿþʪÿ¯Ÿ¯û"ŸOš´$KW+DÛÓv. Hi all, been playing stellaris for the last 6 months, only made it until the mid game once and Khan spawned in different end of galaxy so didn't have to deal with him. It really just an issue of mineral efficency. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. But yeah, the evasive corvette vs armour battleship thing is a close call all things considered. Ive legit wiped maybe 20 marauders off the Fleet composition against Awakened Empires? Currently trapped at war between two awakened empires who have basically stolen all my battlethralls. When it comes to Stellaris fleet building, it is important to Hangars/Strike Craft?? -- Carriers are a powerful fleet-composition in its own right. Early on your two guaranteed habitables can be used for 1 energy 1 mineral, or alloys if you want to go to war early. Members Online • Federal-Pilot-7761. Diplomacy The way Stellaris is balanced, having fleet is a huge investment which won’t ever pay off unless you go to war. Fleet composition The fleet seems to hit a smidge harder with some Lances than an all-Gigacannon fleet, but that might be just me being biased. You’d want to specialise your worlds if possible. A fleet of corvettes and destroyers with only 100 ships can be great backup for a 200 ship fleet with everything. Artillery Battleships: with Kinetic Artillery and Arc Emitter . Hello, I want to make a RP heavy single player campaign for Stellaris and I need some advice. Do make sure to put Auxiliary Fire Control modules in the support slots; accuracy is the most useful thing you can give this ship. The torp corvette fleet is there to take undefended outposts and kill opposing fleets which lack PD (like battleship fleets). I know FEs and crises require specific countermeasures. Õ5S½-Õ5y Those seem like made up numbers but I guess I'm part of that 5% then. Having the AI actually design there own ships should be a thing of the past, because as we all know, the AI is as dumb as a potato. So every 4 corvettes means 1 frigate, every 4 frigates means 1 destroyer. Khan fleet power and number of fleets would depend on difficulty. ) The best end-game fleet compositions and what weapons belong on them. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In singleplayer, you can just mass Arc Emitter Carrier Battleships, as the AI's preferred fleet composition is extremely weak to them. go to, and disband fleet), disable it so friendly AI stops sending their fleets to follow yours Reply reply Top 1% Rank by size . Or another personality select a ship design that's an even split between lasers and railguns, a true general purpose ship. The AI is shitty at countering evasion, which is how Corvettes avoid damage. There's a lot of flexibility in your fleet composition, and it's most important to ensure you're using strong designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 5 Titan Quest Builds To Start Out With; VA-11 Hall-A. Your entire fleet doctrine is about breaking through shields and armor. txt. Arc Emitters/Energy Lances The problem is that the AI heavily favors balanced fleets. Topdeo Crusiers: Devestator Topedo with Phasers and Stormfire Autocannon, have Afterburners for sunlight speed Screen Destroyers: basically destroyers with point defense, they help gives you additional screen Different ships have different pros and cons, and depending what you're up against you will find different ship types advantageous. They are only useful in multiplayer where you have scouted an enemy fleet composition and are specifically trying to counter it, they should not be part of a standardized fleet composition. If you do, your fleet power is effectively much bigger than advertised. Cybrex got stuck in its system and was destroyed by the AI. It appears that AI personality modifiers can be added in here. Some AI types love In the late game, I split each fleet in two. Every AI empire is floating thousands of basic resources, there's plenty of room for a player to optimise better and produce more of every resource that matters. Is it better to specialize each fleet, rather than have a mix of ships assigned to an admiral? Also, do you prefer certain skills based on fighting style of the fleet? Example thinking: capital ships + Admiral with 20% range boost corvettes and frigates (small attack types) + Admiral with increased rate of fire Any other advice? When playing singleplayer, what is currently the best corvette layout and what the best fleet composition before you research any tech? Assuming 20 ships, I go 13 corvettes (1 small mass driver + 2 red lasers / 2 small deflectors + 1 armor) and 7 corvettes (1 sentinel point-defense + 1 small mass driver + 1 red laser / 2 small deflectors + 1 armor). So I end up with; 100 Corvettes 25 Frigates 6 Destroyers 2 Cruisers 1 battleship. You can also try to spot the enemy fleet and then engage them using I recently made a discussion asking how important ship design is and my god, everyone said it was extremely important. But if you tried that in multiplayer you will get countered, hard. if Stellaris was real, the smaller ship sizes would be used. Hit the station, land the army, leave the army if you are playing against AI so they waste a fleet bombing their own planet. The picket corvette fleet is there to hunt torp corvettes, but doesn't stand up in a fight against other ships. Always sent in right BEFORE the rest, thus soaking up the enemy Alpha Strike. I've read a lot of different things and some of it seems dated and contradictory. I’m playing a game against AI empires right now and I’m wondering what the best fleet composition is. AI will try to build what I believe to be optimal AI composition (a lot of battleships) but if it's something that you do not want to see, take a look at a submod that will instead force AI to use mixed fleets. Yes, the Captain AI has a bonus, that doesn't mean you can't outproduce it. Adding just "a little bit of Carrier" is nearly worthless vs high-carrier threats like Fallen Empires or Prethoryn Scourge. Have 3 50k fleets w/ like 40-50 disruptor corvettes, 15-20 torpedo/disruptor cruisers, and like 4 tachyon/artillery battleships, 4 arc emitter/hangar battleships and the dreadnought. So I'd say best fleet composition is 2-1-5. Carrier Battleships are far from overpowered, but the AI pretty much just masses a fleet composition that is incredibly weak to them and will never adjust. You're running an Autocannon/Plasma composition, both on this ship and on the rest of your fleet. But, torpedo corvettes with autocannons or missile corvettes with disruptors (or really any such mix) will also win any fight for you. Corvettes and destroyers are always missiles with 2/3 Destroyers are specialized counter ships to deal with Torpedoes, and the AI simply does not use Torpedoes extensively. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships Use Afterburners for maximum speed, and Torpedo computer for the correct behavior. What's the best composition to use? I'm mid game rn Well you should not be running The problem is that the AI heavily favors balanced fleets. It's always a mix of the four ship classes. There's 3 main reasons for this: "Naked" Corvettes have the highest ratio of fleet power to minerals spent. The battleship fleet is your structure besieger and first port of call for killing a mixed enemy fleet. Regarding defenses: as much shield as your energy allows no armor or at most a single piece of armor fill other slots with Crystal Plating (from Crystalline Entities aliens) A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Also, missiles are better on ships that are capable of Kiting. A fleet of corvettes could Stellaris Fleet Combat Composition - The Machine Age. Ideally jumping in from a different system, thus turning enemy front facing weapons away. It pairs well with Missiles and Hangars, weapon types I wanted to ask people how they're composing fleets in the mid-late game, really after cruisers are unlocked for everyone. How to have a good fleet composition against AI? Question I repeatidly find myself being the one with the less powerful fleet when playing stellaris (currently an Ironman game as a direct democracy) I usually use Kinetic weapons but that seems like not a good thing (rockets seem even worse?). Default leans towards battleships currently due to corvette swarms no longer being super alloy efficient, more attrition losses on smaller craft, more likelihood to force enemy ships into ftl rather than popping them like a burst Not that big an effect I suspect, and the effect diminishes as the fleet size gets larger. Fantastic to deal with Federation death stacks that have stupid amount of small ships. Right now your big problem is your economy. 2- So my current build is Carrier Battleships: with strike craft, whirlwind missiles, point defense, and marauder missiles . I haven’t seen any threads discussing ships and fleet composition so I want to know what everyone else does. Ignore your fleet cap completely. so later one i replace my A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I just throw afterburners on them and boost the evasion through the roof. The only DLC is Horizon Signal. By leveraging Texta. I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. As a result, Carriers with lots of armor tend to do very well against them. Their fleet will be always a mixed one so if you kill all their cruiser/battleships then few dozen of smaller ships shouldn't be a problem. My current endgame fleet looks like this (based on a Reddit thread, 130 size): 20x Dasher (3x Autocannon, Swarm-Computer, Full-Afterburner) After couple of hours of spreadsheets and playthroughs on GA 4x All Crisis (0,25 habitable worlds) , I have made my statement which can help people to find their 3. I thought this was a quick end to my latest start. However, you shouldn’t don’t get too worked up with the boat and armada systems. 2 and I'm wondering what the optimum fleet mix is and the best weapons. In the FE case, I think that there is a good chance their ships are a bit better designed, likely by devs themselves. The question comes up a lot: What's the best fleet composition for anti-frigates? Question I'm using Startech and the AI seems to have a thing for frigates which means that I'm commonly going against 1-3 battleship and 200 frigates fleets which I usually win against but they shred my larger fleets so I was wondering, is there any good compositions that work amazingly Cruisers and Battleships are also being eaten alive because the AI doesn't like to use their own strike craft or even any type of point defense. It is won by bringing a well-prepared Godzilla to hand-to-hand combat. But in singleplayer, the AI has certain predictable qualities and consistent weaknesses in its fleet design that are very exploitable. I did have plenty of strike craft speed upgrades though, so very expensive and time consuming fleet composition. The reason why I researched and developed a bit slow is because I didn't realise I had the glavius AI population bug which stops pop growth. Your Alloy production is too low so you won't be able to support a very large fleet. Since auto design generates ships that are pretty balanced when it comes to shields vs armor and energy vs kinetic damage, I reckon I need some similar setup, since my ships would be vulnerable to one of the enemies weapons otherwise. Will report back when I know more for sure. In combat each ship of a fleet will function independently. OR, could I be wrong and it's better to have a fleet of ONLY stealth frigates when fighting AI? My 20k fleet against AI's 10k fleet was very even match, I lost more than half of my fleet. Battleships > cruisers > destroyers > corvettes. Stellaris does not have that, there is no tactical combat and ships take a long time to build, which means that it adds no tactical options and fleet composition will frequently be defined more by your losses than how you A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. In terms of singleplayer, a composition of 80% artillery battleship and 20% carrier battleship will usually do the trick just fine, optionally with a titan (in which case, keep your carrier battleships in a separate fleet). However depending on what weapons your battleships have and how much evasion your corvettes have. This likely truly hampered my fleet's ability to fight with a truly challenging enemy. If not, it's effectively much smaller. The Carrier vs Carrier fight is about overwhelming the enemy strike craft by outnumbering them. Needless to say, the 1-1-1-1 fleet composition is trash. I just absolutely roflstomped Khan with a single 45k missile fleet. Hello stellaris community, I recently started playing stellaris and got better and better over time. Overall whatever combination of the other ship types works just fine but cruisers are a solid investment and destroyers are effective against mass corvettes, just keep in mind what your ship loadouts are effective at doing and play to their strengths. One is the battle fleet, and is made up of artillery battleships and picket/hangar cruisers. I've also had success with a pure autocannon cruiser fleet-- but you really want to teleport on top of enemy fleets whenever possible with this. Just jacking up the difficulty level isn't as good as playing with a proper AI. Members Online • and vassalization can be achieved by simply having a "stronger" fleet without regard to the AI's fleet composition. The takeaway that I've gotten is that big monofleets of corvettes and battleships are best for mid to late game scenarios. Would a fleet of around 30-36 battleships with arc emitters be enough to tackle the contingency? So you're either going to be running a fleet that does the above OR having a fleet that has 20 corvettes that have PD and 2x Missile. AI of fleets in space combat [edit | edit source] Positioning [edit | edit source]. I have a 100k fleet and the contender trait, so both AEs seem to be afraid to attack me head on, but they both have close to 200K in fleets. You are better off using all armor if you think missiles are dangerous, the base damage of missiles is not Getting destroyed by AI in Stellaris is something that can be hard to avoid, especially if you let AI complete ship designs for you. The short boring answer is Corvettes. The best counter to a balanced fleet is to take advantage of its weakest element - and in this case, that means just wiping out their battleships with your own long I've read a few guides about it, but it's a quite complicated topic, and some guide are about different patches with different metas. On default they’d be around 30-40k per fleet, with Khan about double that, and usually spawns in 3-4 Whats the best ship designs and fleet composition currently? In singleplayer you can just mass these, the AI will never counter them. Is this something I should take a note on or is it just the AI being the AI? Been getting a lot better lately thanks for your help!! ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. You can mix in a few carriers if you're concerned about corvettes, but against the AI I don't think that's necessary. You can absolutely get away with massing nothing but Carrier Battleships in singleplayer and it will stomp the AI very hard. My empire is the type of empire who likes hard metal and face to face encounters, but most of the people don't like to be inside of big ships doing specialized tasks without going head into combat, so I decided to make fleets primarily based on missiles and strikecraft, kind of Top Gun movie All fleets can only travel at the speed of its slowest ship so any fleet with a battleship or even a titan will only move at half the speed a corvette can manage. Shields and Armor 1:2. ADMIN MOD Fleet composition ideas against AI? Advice Wanted I’ve been creating fleets with a 2:1:1 ratio of disruptor corvettes, torpedo cruisers, and whirlwind artillery cruisers AI players will only attack Guardians if they have at least 40k Fleet Power. A good fleet composition against the scourge? Question Currently I have 10 fleets with all of them having one titan and 20 battleships(10 carrier ships and 10 with only neutron launchers), all ships are fitted with anti Armor and anti hull weapons and have an equal amount of Armor and shield modules, any changes or additions to make it more Fleet Composition and Weapons. frees up research and is devastating against AI. This fleet is a 7:2:1 mix added to your existing screen/Corvette-killing Destroyer fleet, unless you have a big ship Admiral, in which case shove them in with the Cruisers. I'm currently building several fleets to finally put an end to the AI. AI players that are Genocidal will attack enclaves once their Fleet Power is twice stronger. With that I can now move on to an example fleet, namely the fleet I am currently using in my most recent stellaris game. With a Corvette Shipyard upgrade, they are built in 23 days. Fleet Composition . So what's the right ratio of ships? What I usually do is 1 in 4. Unfortunately, I don't quite know just what types of ship designs I should compose my fleets with, so I would appreciate some tips for that. And don't forget there's the "overkilling" effect at work against it (some shots will do more damage than needed to kill a corvette). I tend to make the same ships every game. haven't played since Federations, loaded up a new game on commodore, currently at 2310. In fact, if you continue to expand your fleet you'll actually run into deficits and tank your own economy. in Stellaris losing battles doesn't always result in the destruction of your ships. More posts you may like Related The Gray Tempest ships have very low armor, shielding, and evasion, which means they rely almost entirely on their massive hulls for their defense. due to stellaris having a tech tree, I usually research only lasers (and distruptors if they come up early) so Is it a good idea to have a "mixed" stealth fleet? My idea was to have a fleet of stealth corvettes and stealth frigates. It can be useful to have a "Rapid Response" fleet of smaller ships for mopping up outposts, but in a straight fight those alloys are better spent on more Battleships. There are exceptions to certain comps and weapons, and if you’d like you can name them. The fleet composition is in common\country_types\00_country_types. P. * Are corvette swarms still good? * Does the fleet AI work if you combine 20x corvette, 5x destroyer and 2x cruiser?(or whatever mix) * Are Cruisers good again?(they got nerfed hard at one point and advice was to skip em for a In general the AI's fleet composition is going to be about 50% Corvette. Kiting is done by sticking a bunch of afterburners on a ship, giving the fleet an admiral that increases sublight speed, and setting the computer to Stellaris. Unless enemy fleet heavily focuses into point defense, which I don't think ever happens, they stand no chance and even if they did, the amount of point defense ships required to deal with whirlwind missiles would probably completely cripple the fleets firepower. Torpedo Cruisers are a great complement to those Carriers, but the Carriers I had a case last night where my entire navy was about 1500 fleet strength (early war), and the AI had higher production, better research, and about 2500 fleet strength. We would like to show you a description here but the site won’t allow us. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Using PD against the AI usually hurts your fleet effectiveness more than it helps, as you are losing turret slots to accomplish very little. Vs crisis it can be pretty important since if u have the wrong weapons they could wipe your fleet out. Today I am testing a mixed class fleet, specifically of combination 1,2,4 Stellaris is a game with a lot of details to it, and can take a while to understand. The AI loves the Cruiser and Destroyer, which are eaten alive by Artillery Battleships, and since they build so few The contingency seems to pose a problem for many players (myself included) so I thought I'd take a crack at finding out an optimal single-type fleet composition. The AI designs its ships differently based on its personality. Hey all, returning player and am in late-early/early-mid game and wanted to know what people have found work well for the makeup of fleets. I know about torpedo bonus damage to large ships, and I understand most of the stats (tracking evasion etc) associated with weapons. Carrier Battleships consistently stomp the AI even when outnumbered. 2. Cruisers-Destroyers-Corvettes. like this - notice how my fleets have taken no damage and are decimating a fleet that was originally 4x their fleet power at 12m (this was before I wisened up to shields) - this is also without neutron star/starbase effects Also due to how strong Prethoryn armor is compared to hull, it is advisable to just use arc emitters vs them too. Since other AI generated ships were also, AI generated, their fleets did not cause me much of an issue. Their neutron torpedoes hurt a ton, though, and I believe their destroyers carry those, so I started incorporating Arc Emitter battleships to deal with those very A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I have always found this game unplayable without an AI mod. Torpedoes are good VS AI. The best counter to a balanced fleet is to take advantage of its weakest element - and in this case, that means just wiping out their battleships with your own long-ranged weapons. XD To express better my doubts, I'll tell what I plan in my current game vs IA, so you can tell me in what aspects I am wrong (probably most of them) and help you to explain me better how to design my fleet: 1- Missile corvettes in early. That seems like a setup issue to me. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged weapon to complement everything else. So it took a while to develop research planets. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft clean up smaller ships easily, while Marauders and Whirlwind missiles provide a general-purpose long-ranged weapon to You can see this when Fighting the scourge yourself; including just a couple Carriers in your fleet composition cuts their damage output enormously. battleships that have a hard time hitting them with their large guns and won't do as well against the mixed fleets the AI builds. 2 shield 1 armor on one design and 2 armor 1 shield on the other. Against the AI, battleships beat everything but it's obviously expensive and impractical to rely only on them to win. ) Eg. r/Stellaris. Against FE and Crisis fleet, use Arc Emitter/Cloud lightning which ignores shields and armor. The long answer is its a complicated game of rock paper scissors lizard Spock. Having 30 of each, distributed in And second, that 80/20 fleet comp is ok, but it loses to an unacceptably high number of other fleet comps to be considered the “default” There are hardly any fleet comps that beat the 80/20, and you will never encounter such comps in Go to Stellaris r/Stellaris Mid-Late Game Fleet Composition . 1. Ships have two modes of operation during combat: an attack-move-pattern and a passive-move-pattern, and they can switch between them due to conditions during the battle. Once you have titans researched, you can add 1 titan to each battleship fleet to provide an aura. Mix of kinetic and energy weapons with a point defense slot on my picket ships. Focused Arc Emitter, 2 Hangars, 2 Point Defense, 2 Marauder Missiles, 2 Whirlwind Missiles, and 3 Afterburners with Carrier combat computer absolutely stomps Alternatively, split your submarine fleet in tiny stacks, then put them on raiding, with 'always engage' turned on. So it is important to know all the things you can do in order to have the optimal early game fleet, regardless of your empire type, and that is done with proper Co Currently I'm just running as many cruisers as I can, fitted with disruptors + torps. For example, a ship with Swarm combat computer installed Maybe have certain AI ethics, like materialist or gestalt machine empires, use pure disruptors. Part of the main fleet group. Real life navies don't just sail I use about half with swarm ai and half as picket ai. Ex: All armor weapons vs shield crisis. XD To express better my doubts, I'll tell what I Because of how Stellaris space combat works, as long as you're playing against the AI and regular Crises, there is nothing better than the XLLLL battleship; add a single Titan if you feel In addition to what others have said: The AI does in fact not use auto-generated designs. I've read a few guides about it, but it's a quite complicated topic, and some guide are about different patches with different metas. In my game, in 2210 the highest alloy production is 30, which is my doomsday DE employing 4 metallurgists. Frigates are anti-big-ship, so against the AI the answer is "probably not" - but they have an incredible effectiveness against Leviathans and can allow you to kill them earlier. Legend : Brawler : Weaponry based of autocannon and But secondly, the Arc Emitter doesn't even make sense here. And that the best setup is either 1. Also is it best having a fleet of of many specialties. This is just very weak to Carrier Battleships so it makes sense to use those as your backbone against the AI. They're not terrible against the AI - not like their low Fleet Power would suggest at least - but Frigates are the answer to the older meta of pure-artillery (well, Spinal+Artillery) Battleships, and the change to If 50% of your fleet is attacking hull directly and 50% of your fleet is attacking shields/armor, then there's a good chance that the shield/armor portion will end up not actually dealing any hull damage and be completely wasted. What I found Battleships can be countered by torpedo corvettes, but AI doesn't build these kind of specialized fleet. 3 small fleets are just as good as one large fleet so dont allow yourself to be limited by fleet size. I went and attacked a megacorp w/ weaker power, engaged his 100k fleet power citadel and got my Below is an example of what I found out while testing ship combat. Build one per Fleet Group. For example having 2 destroyers fully fitted with deflectors and all missions, other 2 destroyers What is the best 3. I compulsively fill each one to the brim, but the AI always has tons of smaller fleets. Torpedo corvettes can counter every fleet but fleets speialized to beat them (which also tend to suck vs everything else). I was hoping that was fixed. Mechanics [edit | edit source] General mechanics [edit | edit source]. VA-11 Hall-A Review: Mix Drinks And Change Lives; If you are just looking for a good way to beat the AI, then using corvettes until you A good Fleet composition I've found is 1-4-7-12(ish) that is to say for each battleship you should have 4 cruisers 7 destroyers and 12 Corvettes (at least). Arc Emitter, 2 Hangars, 2 Missiles, 2 Swarmer Missiles, 2 Point Defense, 3 In singleplayer you can just mass these, the AI will never counter them. The Arc Emitter is based on the doctrine of ignoring shields. Posted by u/Batzorio - 27 votes and 21 comments For overall fleet comp it’s a Rock Paper Scissors of XL/4L battleship vs torp corvettes vs carriers in general. In singleplayer you can just mass these, the AI will never counter them. S. ai, you gain access to a wealth of tactics that can be deployed in various situations, giving you a competitive edge on the battlefield. The fleet composition they go for is hard-countered by Carrier Battleships. Stellaris Wiki Active Wikis. Autocannon: a solid anti-shield weapon option for Corvettes, but by the time The fleet composition comment was directed at OP’s battleships hitting only 100k fleet power. However, I started to wonder if there In regards to ships i believe its kind of a rock paper scissors thing. Did the same, Contingency still hurts on 2. Not because they're bad, but because I find the AI's preferred fleet composition is very good against them so they usually only shine against the crisis. Which weapon is better to use? The basis of my fleet is a bunch of armored torpedoes on frigates and cruisers. to an extend, they are also effective against the unbidden, since they use a lot of shields. Stellaris isn’t won by having a sharper, faster blade in a blade fight. In this video we review a number of strong fleet compositions, analyzing strengths and weaknesses, deve Push your industry hard and make sure you are at capacity. Don't use it, and exploit the AI's stupidity to your advantage. if you rush cruisers and equip them with good autocannons and missilies/torps you are in for having a good time against ai. You can replace naked corvettes as quickly as you lose them. If the enemy decides to use to defend their convoys, (which the AI will always do), they will then will then join the battle between your subs and their convoys. Crises arrive into the galaxy at certain points of the game and tend to attack all empires indiscriminately in a manner similar to a Total War; systems conquered by a crisis faction will either be immediately absorbed into their territory or will have their starbases completely destroyed, depending on Mono cruiser fleets with 100% swarm missiles, artillery computer, after burners, cautious admiral and rapid deployment policy will easily crush any fleet the AI will throw at you with similar fleet power (or even when slightly outnumbered) often without taking any losses at all as they will simply kite away and stay outside the weapon range of Cruisers vs Torpedo Corvettes/Cruisers Fleet 1: 50 6M Standard Plasma Cruisers Fleet 2: 100 Neutron Torpedo Corvettes, 25 6M Standard Plasma Cruisers Result: 2/25 cruisers lost and 62/100 corvettes lost, vs 50 cruisers lost. ) The best early-game fleet compositions and what weapons belong on them. I'm looking for suggestions on the best combo loadout of defense platforms vs AI fleets? (Yes, spending on naval fleets is far more cost-effective than static defense but defense platforms is a must for RP purposes or when your alloy production is driving market prices down to oblivion. I am playing against AI players, who are obviously also using auto design. I only play Single player anyways so I was hoping there's a "winning formula" out there to fight the AI. During a battle you can click on the heads up and you will be pulled to the action and you'll see that little bar at the top showing you the "state of the fight" The AI tends to focus a bit too heavily on Corvettes and Autocannons at the expense of a more balanced fleet. Setting: Difficulty: hard Crisis multiplier: 1. For direct fleet-to-fleet fights, you don't mix classes because Battleships eat both Destroyers and Cruisers alive. unfortunatly in the lategame battleships are strictly better. Edit: Confirmed! the personality I was fighting against went 100% carrier battleships when I tweaked the settings, and I saw the other AI go 100% big gun cruisers. I will admit my fleet composition is probably lacking but that doesn't explain the massive difference in total fleet capacity. Building more defense stations planet side can quickly and cheaply boost capacity through the soldier jobs. A place to share content, ask questions and/or talk about the u/Darvin3 has a good writeup for the current fleet meta: This is a common question, and I have a copy/paste response on the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. It's also more of a guideline than a rule -- fleets with roughly equal power will generally be roughly equal in a fight, but if one fleet is geared towards fighting the other (a fleet with all lasers vs a fleet with nothing but armor), then they can still win even if their power rating is lower. Also note that vs ai/non optimal setups, carriers do well vs smaller things like destroyers, while corvettes do well vs bigger things (that aren't carriers). Best all-purpose build vs AI empires is giga-cannon + neutron torpedo battleships, with +tracking titan and, if you have extra titans above your # of fleets, either -fire rate or -escape titans. The idea being that the stealth corvettes could draw the fire away from the frigates so the frigates can do their torpedo damage. The AI will never use enough Destroyers to counter Carriers. High tracking weapons, often small weapons, will counter crovettes and destroyers, destroyers are the best This is the first video in a new series of Stellaris fleet composition test videos. It just keeps spamming Corvettes as the backbone of its fleet and there is no Corvette design that does well against Carriers. Fleet 2 wins. 6 fleet composition. I parked my fleet on my first tier bastion station, and did what I could to harden the system. qkyni xork rkeg pabodn utemjv rausp oynriwi eyffo znhhoqzi sqlfkrf